[Development] Burning Skies: Profaned Sanctuary

10/22/2012 22:53 Korvacs#181
Quote:
Originally Posted by Fаng View Post
Hmm... I see. I'm trying to find points where the GUI would block up the server. The GUI could block it up if I cross-thread or do a lot of processing; however... I don't cross-thread and I keep processing to background workers. It should be a non-blocking system. If the GUI is closed, the server socket system is still in tact until I shut it down and close the program. Server processing is on it's own MTA thread. If the GUI freezes, it shouldn't hinder server processing at all. That's because I invoke everything in the GUI using non-blocking methods. Nothing server related ever touches the GUI without using a non-blocking invoke. If my GUI is frozen, it would only freeze that thread. Hmm... It has no reason to freeze as far as I'm aware. I test the GUI very thoroughly, but there's always that possibility that I missed something. I still don't think I could remove the GUI though. It makes server management so much easier for people to understand (being able to interact with a GUI). It's easier to show my professors what the program is capable of, too. I'll just have to keep using safe methods and test it very thoroughly.
Perhaps a command line switch to toggle the GUI on/off would be appropriate in your case then.
10/23/2012 02:12 Spirited#182
Quote:
Originally Posted by Korvacs View Post
Perhaps a command line switch to toggle the GUI on/off would be appropriate in your case then.
I'll create a bat file that runs the server without the GUI using command line arguments as you said. Thanks so much for the great idea Jack.
10/24/2012 08:20 Spirited#183
There it is... console mode, for when I host it some day. I'm working on player movements and such now. You can expect the next post to be about movements or spawns. Cheers.

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10/25/2012 07:33 Arco.#184
This is gonna be a great server.
10/25/2012 08:06 Spirited#185
Quote:
Originally Posted by Arco. View Post
This is gonna be a great server.
Well, I'm putting more effort into it than you ever did with a server, so we'll see how it turns out. :)
Thanks for the support, bro.
10/27/2012 02:31 Spirited#186
Quote:
Originally Posted by Y u k i View Post
Will this one finally be the one you make public?
Most likely. This is the first time I've completely designed how the server is going to work. I know it will work, so I just have to keep going with it. Eventually, Burning Skies will come online - but with quality as my goal, I can't rush it.
10/28/2012 02:14 Arco.#187
Quote:
Originally Posted by Y u k i View Post
Will this one finally be the one you make public?
My guess is once Official Conquer Online is done for good, this MIGHT go public.
10/29/2012 06:51 Spirited#188
Hey everyone.

There have been a few kids on this forum who continue to attack me and this project using sarcastic or direct language. To those kids: if you don't have an interest in this project, don't be a oxymoron; invest your time in something constructive. Your ability to rephrase your posts does not impress me. I have answered your "concerns" multiple times now. Your efforts to gain attention in this community are spamming my thread and distracting other members from its purpose. I expect no more harassment from the select few who can't participate correctly. With this issue now addressed, I would like to present this community with my most recent progress. Thank you.

Regards,
Spirited Fang
__________________

Hey everyone!

I got spawns working over the weekend. I redesigned it quite significantly. I decided to have an actor and observer (same as last time) that defines how packets are sent and characters are added to each others screens. I edited a few handlers to avoid problems when changing maps. The new design works better with the server and is much more fluid. Very little thought is required for building it up (which is good, because I don't want to think about the base while I'm coding features). I've avoided a lot of repetition with my code as well. By the way, the map system is partially done now. Character tracking (the ability to track where characters are and what they're standing on) has been completed. I've been working on chatting too. I came up with a secret feature that you all will have to find once the server comes online. I think you'll like it a lot (I've never seen another MMORPG do this before). Anyways, characters can now chat to each other. Here's a picture.

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Next, I'll be working on portals and linking maps together.

Cheers,
Spirited Fang
10/30/2012 00:08 BioHazarxPaul#189
crazy fang, good to see your still at hard work on your conquer project..
10/31/2012 00:42 Arco.#190
Super impressive character spawn skills.
10/31/2012 05:16 sitdownson#191
Super impressive immature behaviour ^
11/02/2012 07:42 KraHen#192
You actually made me start coding my own project on the newest patch as well. Almost finished the login server now, btw, Fluent NHibernate is WAY better. :D
11/02/2012 09:04 Spirited#193
Quote:
Originally Posted by KraHen View Post
You actually made me start coding my own project on the newest patch as well. Almost finished the login server now, btw, Fluent NHibernate is WAY better. :D
I'll keep that in mind if I ever want to change that. It's a pain to work with the XML at times, but not all the time. I like having that extra step of control when handling multiple keys and such. I'm sure Fluent does that too, but I'll have to look into it before I consider using it. Thanks for the tip.

Speaking of development, I guess it's time that I update you all (unless you want me to less frequently). Maps now load on character use. I decided that it would be best since most of the other maps don't really get played on and I hate waiting for the server to load maps (though, 4 seconds isn't that long of a wait). I took that idea from Alex's Trinity source from a long time ago before it went public. I also finished invisibility. When in invisibility mode, my character will never touch the clients. It'll become a phantom of the server. I'm working on making my speech anonymous as well so botters can't pick up on that (though by that time, it'll be too late). Here's a picture:

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That's about it. I'll keep posting here if it's giving people ideas.
Cheers.
11/04/2012 14:15 KraHen#194
IF you happen to try Fluent NHibernate keep in mind that, as it turns out, you can`t map enums, as it will assume that they are strings. You have to tell the mapper their type (not like at any other type of data). Just a little something which caused me a headache this morning.
11/05/2012 01:41 Spirited#195
Quote:
Originally Posted by KraHen View Post
IF you happen to try Fluent NHibernate keep in mind that, as it turns out, you can`t map enums, as it will assume that they are strings. You have to tell the mapper their type (not like at any other type of data). Just a little something which caused me a headache this morning.
That's not that big of an issue. I don't save things like that anyways. All of my fields are defined by the .NET framework, not by my project. I looked into the multiple key thing. It's a bit tricky but I can define multiple keys using fluent NHibernate. I rather keep what I have though since I don't implement all of the fields in every table (most of the time the table handles columns using the default values). Thanks for the suggestion though. I'll keep that in mind if I create another project for another game. :)

@Everyone,
Since I'm already posting, I might as well tell you what I did this morning. I got friends coded. It took a lot of time due to all of the features involved (database interactions, client repositories for friends, adding friends, removing friends, and friend information). I also programmed spouses (though support for that won't be complete until I make an NPC that will manage spouses for characters). Here's a picture of friends working:

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I programmed a hidden feature as well, but you all will have to find that when it's online. Cheers.